diff --git a/hw/xbox/nv2a.c b/hw/xbox/nv2a.c index 0f466919f5..7f140babf3 100644 --- a/hw/xbox/nv2a.c +++ b/hw/xbox/nv2a.c @@ -2644,7 +2644,6 @@ static ShaderBinding* generate_shaders(const ShaderState state) qstring_append(vertex_shader_code, "\n" -"uniform mat4 composite;\n" "uniform mat4 texMat0;\n" "uniform mat4 texMat1;\n" "uniform mat4 texMat2;\n" @@ -2658,11 +2657,12 @@ static ShaderBinding* generate_shaders(const ShaderState state) "uniform mat4 invModelViewMat2;\n" "uniform mat4 invModelViewMat3;\n" "uniform mat4 projectionMat;\n" +"uniform mat4 compositeMat;\n" "uniform mat4 invViewport;\n" "void main() {\n" -" gl_Position = invViewport * (position * composite);\n" +" gl_Position = invViewport * (position * compositeMat);\n" /* temp hack: the composite matrix includes the view transform... */ -//" gl_Position = position * composite;\n" +//" gl_Position = position * compositeMat;\n" //" gl_Position.x = (gl_Position.x - 320.0) / 320.0;\n" //" gl_Position.y = -(gl_Position.y - 240.0) / 240.0;\n" " gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"); @@ -3107,7 +3107,7 @@ static void pgraph_bind_shaders(PGRAPHState *pg) /* update fixed function composite matrix */ GLint comLoc = glGetUniformLocation(pg->shader_binding->gl_program, - "composite"); + "compositeMat"); if (comLoc != -1) { glUniformMatrix4fv(comLoc, 1, GL_FALSE, pg->composite_matrix); }